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thewaver

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About thewaver

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  1. thewaver

    Courtyard (RbDoom MAP16)

    Okay, thanks for the effort and for the feedback!
  2. thewaver

    Courtyard (RbDoom MAP16)

    @ScrappyMcDoogerton - I've made some (hopefully significant) changes to the encounters so try and curb the viability of circle-strafing. Would you mind giving it another go and telling me how you feel about the changes? I haven't added extra HP to the map yet, so please play at a lower difficulty level for a "less frustrating" experience ;)
  3. thewaver

    Courtyard (RbDoom MAP16)

    CHANGELOG 14/05/2022 - v1.0.1 - Reworked several encounters to limit the viability of circle-strafing.
  4. thewaver

    Courtyard (RbDoom MAP16)

    Thanks for playing my map - all feedback is VERY welcome! A few notes: - There were only potions, but the potions in this mod increase your HP by 10 on any level below UV, and by 5 for UV and NM. It is done this way so that you don't "waste" an HP pickup of 25 just to fill 13 missing HP (as an example), and also so that you can "supercharge" yourself, which results in less backtracking. - The 200 / 400 HP pool refers to how much HP is available for pickup. Not what the player's maximum is. So I'm not sure how having double the amount of HP available for pickup results in the same experience. Feel free to elaborate. - Secrets contain only Armor, and yes, if you explore, you'll have an easier time with fights. Your point on infighting is quite interesting - I'd definitely like to understand this on a deeper level. I believe there's a fair amount of merit to what you're saying, but I must admit that I don't fully understand how infighting affects the "circle-strafe to win" dynamic. Anyway, thanks again!
  5. thewaver

    Courtyard (RbDoom MAP16)

    After a couple of months of hiatus the allure of mapping has drawn me back. Details on the underlying mod can be found here: Please read it carefully to understand the compatibility requirements, the mindset / concept behind it, etc. Also, here's some screens: And the Map, of course: RbDoom_Courtyard_v1_0_1.7z
  6. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    CHANGELOG 16/04/2022 - v1.4.9 - Fix Fist triggering distance - Tweak CyberDemon and SpiderMastermind pain chance
  7. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    CHANGELOG 28/02/2022 - v1.4.8 - Increased Fist upper damage to 192 - MAP05, MAP06 - Rework some encounters - Rework some ammo placement - MAP06 - Rework some geometry to block loose projectile paths
  8. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    CHANGELOG 18/01/2022 - v1.4.7 - MAP06 - Rework some geometry - Rework initial encounters
  9. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    CHANGELOG 16/01/2022 - v1.4.6 - Add custom Skill descriptions and effects - MAP05 - Rework first section / encounters - MAP06 - Rework some geometry
  10. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    CHANGELOG 22/10/2021 - v1.4.5 - MAP01, MAP03, MAP04, MAP05 - Increase enemy variety - MAP06, MAP09 - Rework most encounters - Rework some geometry
  11. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    Nah, you made fair points and your investment into not only playing through the levels but also writing that nice chunky summary is admirable! I have actually been thinking about what you said regarding "post-battle" reward, and I think it may benefit gameplay if HP pickups are placed between arenas, rather than inside them. If nothing else, maybe it would at least help at setting the "resource expectations" for a specific encounter. I'm not sure how easy it would be to make this change while generally preserving the current layouts though, and I lack the time and energy to do any drastic changes ATM, but it is a thought that now weaves in the back of my head :) All the best!
  12. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    Oooookay... so, I've finally watched the video :D As you can see I like repetition, so, let me say once more how much I appreciate you playing my WAD! Going into it after reading your comments, I actually expected it to be far more catastrophic of a playthrought, but I think it was actually pretty good. Let's deal with the elephant in the room straight away: health. I'm glad that you played on HMP this time. I guess there was some trauma from the previous run in UV, but I must say, I was keeping an eye on your HP and armor and I rarely ever saw your HP drop below 50 this time (and you always had more armor than that, which effectively doubles it). You died far less than last time too, with only a couple of tricky areas. So I have mixed feelings right now. I agree with most of what you said. I think UV is a very specific type of challenge, and I'm not opposed to adding yet another 200 HP to NTR - but honestly I don't think the health amount hurt the gameplay that severely this time... at least perceptually... I can't really comment on how you "felt" while playing (and how much of that came from prior exposure). BTW, most rooms with large encounters have 80 HP in HMP - that's close to a top-up (+ another 50 in hidden armor). I think the real issue this time around was AV placement (which you also mentioned), moreso than the HP amount. On MAP06 you'll be safe as long as you stay inside the cage, but I guess that's not obvious. And MAP09, well, I just have to agree. That room is poorly designed. This was to be my last map at the time and I went "balls to the wall" with some encounters. I will re-balance it though! :) BTW, at 34:18 you actually had done the hard part already. You had cover from the remaining AVs and you had health to pick in the middle. It's a shame that you rushed, but I guess constantly running for cover isn't very fun :/ BTW, as previously discussed, I have already tweaked encounters for increased variety in the maps that you played last time, and thanks to the latest comments I can now tweak Episode 2 :) All the best!
  13. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    Finally had time to see the video. I've commented on YT, but I'll paste it here too for people who might be watching on the embedded player: "Brilliant as always. I think that you played rather expertly, managing your resources well and picking good approaches to each battle, rather than just rushing in. It was great to see. I also noticed that you started looking more and more for secrets as you progressed and it warmed my heart. A few tips from me, but please note that these are things that "I" need to fix, not you as the player. 3:04 - the shotgunner platforms lower after you go outside, so in essence you left a lot of shell ammo behind (which would have avoided that punchout situation at the end of the level). I see that I need to lower those platforms before. 16:29 - Picking up those individual rockets one by one looks tedious AF. This one has an easy fix. 1:06:24 - You left some health on the table near the Cyberdemon grove. I will wait for the other 2 episodes before submitting a revised version though - thank you so much for this. Feedback helps tremendously and I can only achieve great things with everyone's help!"
  14. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    Thank you @LordEntr0py - your feedback is greatly appreciated, as always, and I am truly flattered that you gave my work a second go. I haven't watched the video yet - will do it in the evening (UTC+2), but I just wanted to say that, regarding the health, you literally have double the amount of it in any difficulty below UV (armor too). I wanted UV to be that "extra challenge". Also, I'd really recommend trying to find the secrets - most of them contain armor, which will also skew difficulty in a meaningful way... I know it's unconventional, but I actually take "having a personal approach to Doom" as a compliment :) Low ammo is not intentional though, so please report all instances of this that you run into :) Thanks again, and very much looking forward to more!
  15. thewaver

    RbDoom, MOD + 9 MAPS (now 16 + Hub)

    CHANGELOG 06/10/2021 - v1.4.4 - MAP06, MAP10, MAP13 - Rework towers and bridges (floating platforms) - MAP06 - Fix secret sectors without a destination teleport
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